Shadowed Unit Frames

SUF focuses on a simple configuration while maintaining the flexibility that most users will care about, preventing unnecessary bloating of the addon that sacrifices performance. While you aren't going to be able to set the health bar to be exactly 3.14 pixels outside of the unit frames, you can change options you actually care about such as bar height, ordering, frame height and so on. To speed up configuration, you can configure multiple units at the same time through the global configuration. For example, if you want to set the height of the Player, Target, Focus and Party frames to 50 then the height of Target's Target, Target's Target of Target, Focus Target to 30 you can easily do this by changing two options instead of having to do it seven times.

However, should you need a little bit of extra configuration do not despair! An advanced option is included that will unlock additional configuration giving finer control over the configuration.

Slash commands: /shadoweduf (/suf)

Donations
Donations are not required, but are appreciated!

Anchoring
Are you driven crazy by your party frames not aligning up exactly with your player frames, even if it's only half a pixel off? The anchoring system will let you solve all alignment issues, by allowing you to anchor a frame to another and set a simple offset from the frame it is anchored to, or by manually setting the X/Y position of the frame.

Using the screen shot as an example, if you drag the player frame the other frames will move with the player frame preserving the alignment and spacing. Each frame can still be manually positioned wherever you want, but this gives you a way of easily anchoring and moving frames around without having to use a ruler.

Zone configuration (Disabling options/units by zone type)
Units and modules can be enabled or disabled based on the type of zone you are in. For example, if you want to see party targets and party pets while you are in an arena but nowhere else then you can use the visibility options to enable it only while inside an arena. Modules can also be disabled by zone type, if you want to see party auras while in a raid instance but nowhere else you can disable the module in raid instances only.

Auras: Can be set to only show auras you casted, or can cast on others. Can enlarge auras that you casted, and hide the cooldown ring on the timers of auras you didn't cast as well to make it more obvious which ones you casted and which ones you didn't

Aura Timers: You will need a mod such as OmniCC to show timers on buffs and debuffs

Aura Indicators: Display colored squares or icons for certain auras on any unit

Fader: Fades frames when out of combat and inactive (100% mana/no target)

Class Power (Eclipse, Holy Power, etc): Supports all of the class power features from Eclipse to Burning Embers.

Highlighting: Border highlighting of frames based on mousing over them, curable debuffs, aggro or you are targeting/focusing them

Range Checking: Fades frames out that are out of range of you

Exportable Layouts: If you have a layout, or your friend has a layout you want to try out you can export/import SUF layouts by going to /suf -> Layout Manager

Profiles: You can change from any profile to another one without reloading your UI, should you want to use a completely different layout based on zone you can easily switch profiles without hassle

Pretty much all the general unit frame settings are in, health bars, cast bars, power bars, portraits, indicators and so on.

Modules
Basic module support is included, should you be interested in building a module see the documentation on github for more information.

Hendrik Leppkes:
- Add missing tag name entries
- Add sec:curpp/abscurpp/curmaxpp/absolutepp tags, a generic version of the druid:* tags
- Force a power update on PLAYER_UNGHOST to catch resurrecting after a corpse run
- Fix deleting the last aura from a group
- Add safety checks to ensure aura config is setup properly

Tag as v4.1.5

--------------------

Hendrik Leppkes:
- Add a smart hostfile/friendly aura filter
- Use RegisterUnitEvent for UNIT_AURA
- Added a new option to change the color of the healthbar if the unit has a curable debuff
- Update power statusbar and tags after repopping at a spirit healer
This uses the deprecated UNIT_MANA event, since its the only one that
actually fires in that instance and seems vaguely related.
- incheal: fix framelevel in a few cases and simplify frame level handling
- incheal: Always check the maxHealth and bail out early if its not set
- Remove more remnants of obsolete power types

Hendrik Leppkes:
- Report proper maximum power values for all power types
- Set a proper default for new powers
- Disable Mage Arcane Charges Aura Points mode, its handled as a full power now
- Remove Anticipation from Aura Points
The spell was changed and no longer does what it once did.
- Fix curable debuff types for Monks and Paladins
- Bail out early with zero combo points

Hendrik Leppkes:
- Remove innervate aura, the spell no longer exists
- Remove unregister of UNIT_NAME_UPDATE in split group headers as well
- Don't unregister UNIT_NAME_UPDATE on group headers anymore.
This fixed an issue in WoW 3.x which does not exist anymore, and has
in fact caused issues with raid members not being displayed reliably
after joining a group since MoP.

Tagging as release v4.0.10

--------------------

Shadowed:
- Strip out MoP indicators to make nevcairiel happy
- Don't update runes if cooled is nil
- Dropped cooldown wheel alpha hack as it was apparently fixed
- Updated auras with Hellfire Citadel (Thanks MysticalOS)
Hendrik Leppkes:
- Update TOC for 6.2
- Fix first group in split raid frames being hidden after reload in a raid
Shadowed:
- Make sure we register UNIT_COMBO_POINTS for target CPs now
- Bypass combo point unit filter for non-events
- Combo Points can be shown on the target unit again too
- Ensure indicators always have a priority
- Make sure we kill combo points on target

Tagging as release v4.0.9

--------------------

Shadowed:
- One last Combo Points bug fix
- Fixed an error on Chi points
- Typo
- Redo the Eclipse Bar to add a highlight based on where you are, and fixed the arrow going outside of the unit frame
- Redo the combo points module, should fix random bugs when using Chi, Holy Power, Shadow Orbs, Soul Shards, Aura Points and Combo Points
- Debug code is bad
- Only hide pet frames if we have a vehicle UI (Tries to fix Mount-in-Training not showing)
- Yet another attempt at fixing Blizzards insane crash bug
- Stripped out split frame group hiding as it doesn't work
- Fixed split headers not hiding when toggling them off
- Fixed split raid frames being scattered on UI Reload
- Make sure we default x/y for combo points too
- Trying a fix for the combo point crash bug
- Fixed combo point config due to target -> player move
- Trying a fix for Holy Power
- Added default aura indicators
- Hide Arena prep frames when arena frames are hidden

Tagging as release v4.0.8

--------------------

Shadowed:
- Variable scoping is hard
- Typo
- Should properly fix zone units showing up in the wrong zone
- Revert the majority of the range checker changes to get it stable
- Fixed error when using a fishing lure
- fixed MONOCHROME font crashing SUF
- hide the split raid frames when not in a raid
- Fixed bugs with zone enabled units not actually being restricted to zones
- Fixed range timer start/stop bugs
- Disable dismissable totem bars if we only have one "totem"
- Fixed bar block combo points error if we had more than expected
- Bump frame strata to fix raid manager/work order visual issues
- Cleaned up Chi code

Shadowed:
- Fixed enlarge curable debuffs not working
- Redid the range check module and spells, now uses interact distance and you can specify an alt spell too
- Fixed cooldown wheels not being alphaed when using the range checker
- Redid config a little, range check spells has its own tab and profile config is now on the left menu
- Updated spellID for Mage Arcane Charges
- Updated a few of the range checker spells
- Fixed an error when using a fishing pole temporary enchant
- Fixed error when unlocking frames as a Shadow Priest
- Combo points have been moved to the Player unit
- One more CP related error
- Fixed a combo points error when using SoulShards/ShadowOrbs/HolyPower/Chi
- Properly add localcheck.rb to not be packaged
- Strip out any WoD specific code
- Redo combo point modules to dynamically create indicators as needed and not rely on the max flag
- TOC update

Hello Shadowed.
I recently switched over from Pitbull to your UFs and now I'm trying to recreate the looks of my previous Pitbull settings.

Is there a way to move the text (like name and HP) outside of the frames or are they permanently anchored to their bars?
Edit:
Ok, nevermind.
Just forgot to check the "Advanced" option in the general tab.

Also, is there a way to always show raidframes even when only in a 5-man group instead of the partyframes like Grid does?
I'd like to have the indicators from your ShadowedUF Grid module on my party frames, too.

ailurus: There isn't, next push adds http://img20.imageshack.us/img20/4510/moverr.png to help get the actual positioning and basic sizing down, but there isn't an actual configuration type of mode for them. At least this will make it a bit easier in general thought.

<_< I may have skipped over the option or just missed it completely, but is there a way to configure party/raid frames without...actually being in a full party or raid? A way to show fake temporary bars for the sole purpose of configuring them? Player/target/target-of-target was pretty simple, but I was floored after that.

I'm really sorry if its something very obvious, and I'm just very oblivious :|

I think you meant to say you want to be able to change the height not the width? You can't because there's no real way of doing it that looks good since in the end you would just have a blank space where the portrait "should" have been.

No I really meant the width. The portrait uses the height of my frame but the width is a fixed value. For example in my player frame the total height of the frame is somewhat big so the portrait seems to have more height than width. In my pet's frame the height of the frame is small, so the portrait seems to have more width than height. Just a width value option for the portrait would fix that I suppose. I'll try to upload a picture later.

I didn't quite understand the new implementation you want for the portrait but I guess I'll find out when it's ready. I have faith

On the subject of pets coming in grayed out, I logged in and out of my DK a dozen times today trying to get the extra text in SUF working properly and never had a problem with the colors of my pet at login. I have the Unholy talent that my ghoul is permanent, if that makes a difference.

Yes I tested it in the latest version too and had no problems. I had this problem with an older version.

SidersAnon / Devius: I'll just add the option to manage the total texts used in the next push, so just sit tight for that (Probably another day or two) and you'll be able to do it without a hack.

Thanks again

Edit: Here is an image of my Player/Pet frame

As you can see the two portraits in the frames have the same width but different height due to different frame height.

To SiderisAnon: Try and change the 'Y' position of the text. When the text loads in the default place it gets trimmed down by the other two texts in the same line. Changing the value of 'Y' even by one point seems to work great.

I did try that. I tried moving the X and Y up to 20+ and the text didn't appear. I tried increasing the size. I also tried moving the default left text to make sure it wasn't covering the new text somehow.

On the subject of pets coming in grayed out, I logged in and out of my DK a dozen times today trying to get the extra text in SUF working properly and never had a problem with the colors of my pet at login. I have the Unholy talent that my ghoul is permanent, if that makes a difference.

I just tried logging in hunter and my warlock. Neither pet had this problem.

Currently, my pets are set to Color health by Class and Color on aggro is unchecked. Enable Health Bar and Enable Incoming Heals are both checked, but Enable Quick Health is turned off.

Interestingly, I just noticed that ghoul is NOT colored by Class, he's bright green. When I have the pet set to Color By Class, it's using the Friendly color instead of the Pet class color. (I moved the Friendly color slider around and my ghoul shifted with it.)

Devius: Deficit coloring issue is fixed next push as well. I think you meant to say you want to be able to change the height not the width? You can't because there's no real way of doing it that looks good since in the end you would just have a blank space where the portrait "should" have been.

One of the things on my list is to make it so frames can be "full" size without having your portrait clipping them all, what I mean is that instead of your portrait taking the entire left/raid height, you could make it take only the height of your health bar then make your mana bar use the entire frame width. But it's slightly complicated to do so I haven't done much with it yet.

SidersAnon / Devius: I'll just add the option to manage the total texts used in the next push, so just sit tight for that (Probably another day or two) and you'll be able to do it without a hack.

Devius: You cannot embed a static color to a tag right now, but the fact that you can't is mostly a bug, next push you'll be able to embed the color code right into the text (Where you set which tag to use).

Thanks can't wait

Devius: Actually I lied, option to disable vehicle swapping in next push.

Not a major thing but it's good to have the option . I'm not using any hud, I actually have the frames in the middle.

Need more information than "identify the unit", no idea what that means.

Latest version seems to have this fixed

Also the aggro coloring has trouble overiding Health deficit coloring. (it works like this: When a mob targets me I get a red bar, then if I get any damage my bar shifts briefly to the health dificit color and back to red. I would expect it to work like this: Red colored bar the whole time I hold aggro from my target mob, and health dificit color when I get random dmg but nothing is targeting me.)
It's not a big issue and I have deactivated health dificit coloring for now. Just a pointer.

To SiderisAnon: Just tested the new text line and I seem to have the same problem. Can't find the text at all.
Also I seem to have made a bunch of custom texts while testing. What is the script to remove them ?

Finally I'd love an option to change Portrait width. Portrait seems to have fixed width but the height changes according to the rest of the frame. While not a big issue in 3d models it seems to cause deformation to Class Icons.

I am having some trouble with the method of adding additional lines of text that was presented in response to Devius below. While I can get additional text items to show up in the /suf configuration window, the text in these items never appears in the unit frame itself.

I copied and pasted the /script from the post below.
I run it.
I hit "/reloadui".
The sample empty text now appears in "/suf".
I add some text to be displayed.
Nothing happens.

I've tried doing another "/reloadui", logging out, and exiting out and reloading WoW. I've also tried disabling all my other addons, just in case.

Is there another step I should be taking to make the text display?

I would really love to be able to set up multiple texts. Because of the size of my font and the small size of my unit frames, I am often getting the names or other data cut off with "...".

Thank you for all the work that has gone into this addon. I've really enjoyed using it.

wallen: Ah, forgot to update the tag to use the reaction based coloring, thats fixed in the next push.

Devius: You cannot embed a static color to a tag right now, but the fact that you can't is mostly a bug, next push you'll be able to embed the color code right into the text (Where you set which tag to use).

There is no option to show the vehicle frame as the pet, it's not needed. If you're in a vehicle you cannot be attacked and so seeing your player frame isn't needed. If you're using something like HUD and you hide the player frame, you should ask the author to support showing vehicle stats instead of the players in it.

Need more information than "identify the unit", no idea what that means.

I noticed that the high health color is still linked to the reaction color: in my case I am using the [reactcolor] tag on names and friendly targets names get colored with the high health color (which I've set to red since I don't want the green to red shading as the health bar color) rather than the friendly color.

EDIT: I may as well type what I am trying to achieve, in case there is a simpler way: I want to have the health bars colored by class for friendly and hostile player targets while it should be reaction colored for pve targets/objects. At the moment I am attempting to do that by coloring the health bar by class and setting one single color for the high/half/low health colors.

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